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Twists
2010-02-14, 02:47 PM
I was hoping I could get some feedback on a class idea that I've been working on with a friend. It's still not finalized but I think we've gotten most of what we wanted polished. Now it just needs some outside eyes to tell us where it is unbalanced.


Painted Mind
Alignment: Any.
Hit Die: d6.
Class Skills
The Painted Mind’s class skills (and the key ability for each skill) are Autohypnosis* (Wis), Concentration* (Con), Craft (Int), Intimidate (Cha), and Heal (Wis), Knowledge (psionics, religion, Local)* (Int), Profession (Wis), and Psicraft* (Int).

Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Power Points/Day|Tattoos Scribed| Maximum Power Level Known
1st|+0|+0|+0|+2|—|1|2|1st
2nd|+1|+0|+0|+3| Twin Images, Permanent Tattoo|3|3| 1st
3rd|+2|+1|+1|+3| Unseen Tap 10”|5|4|2nd
4th|+3|+1|+1|+4|—|7|5|2nd
5th|+3|+1|+1|+4|—|11|6|3rd|
6th|+4|+2|+2|+5|Unseen Tap 20”|15|7|3rd
7th|+5|+2|+2|+5| Twin Images (2 targets), Permanent Tattoo|19 |8|4th
8th|+6/+1|+2|+2| +6|—|23|9|4th
9th|+6/+1|+3|+3| +6|Unseen Tap 30”|27|10|5th
10th|+7/+2|+3|+3 |+7|—|35|11|5th
11th|+8/+3|+3|+3 |+7|—|43|12|6th
12th|+9/+4|+4|+4|+8|Unseen Tap 40”, Permanent Tattoo|51|13|6th
13th|+9/+4|+4|+4|+8|Twin Images (3 targets) |59|14|7th
14th|+10/+5|+4|+4|+9|—|67|15|7th
15th|+11/+6/+1|+5|+5|+9|Unseen Tap 50”|79|16|8th
16th|+12/+7/+2|+5|+5|+10|—|91|17|8th
17th|+12/+7/+2|+5|+5|+10|Permanent Tattoo|103|18|9th
18th|+13/+8/+3|+6|+6|+11|Unseen Tap 60”|115|19|9th
19th|+14/+9/+4|+6|+6|+11|Twin Images (4 targets)|127|20|9th
20th|+15/+10/+5|+6|+6|+12|—|147|20|9th[/table]


Weapon and Armor Proficiency: Painted minds are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, natural weapons and shortspear. They are proficient with light armor. Armor does not interfere with the manifestation of powers.

Power Points/Day: A Painted Mind’s ability to manifest tattoos is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Painted Mind. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points).

Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A Painted Mind must study her sketchbook each day to prepare her powers. She cannot prepare any power not recorded in her sketchbook. A Painted Mind begins play with a sketchbook containing three 1st-level powers of your choice. For each point of Charisma bonus the Painted Mind has, the sketchbook holds one additional 1st-level power of your choice. At each new Painted Mind level, she gains two new powers of any power level or levels that she can manifest (based on her new Painted Mind level) for her sketchbook. At any time, a Painted Mind can also add powers found in other Painted Minds’ sketchbooks to her own. Painted minds can learn powers from psions as well, but must spend one week per level of the power creating a tattoo image for the power.

The Difficulty Class for saving throws against Painted Mind powers is 10 + the power’s level + the Painted Mind’s Charisma modifier.

A Painted Mind may know any number of powers. She must choose and prepare her powers ahead of time by getting a good night’s sleep and spending 1 hour studying her sketchbook. While studying, the Painted Mind decides which powers to prepare. The power points used for daily powers are infused into the tattoos when she chooses them. She may spend all of her power points at this time or she may hold some in reserve. She can use any remaining points later to augment powers when the tattoos are activated.

Psionic Tattoos: The Painted Mind’s prepared powers manifest as psionic tattoos on her body. These tattoos function as regular psionic tattoos with a few differences. Painted minds may target other creatures with targetable powers contained in their tattoos. However, they must make a successful touch attack to use powers on an unwilling target, even when using a targeted power with a range listed in the power's description. Area of effect attacks are excempt from the touch requirement. Painted minds may move their tattoos onto other willing individuals but those individuals can only use the tattoo’s power on themselves, as they lack the psionic discipline to focus the tattoo’s power onto another.

Activating a tattoo requires a standard action which provokes an attack of opportunity unless the Painted Mind makes a successful Concentration check (DC 10 + power level) to activate the tattoo defensively. Powers which are at least 3 levels lower than the highest a Painted Mind knows may be activated as a move action. Powers which are at least 6 levels lower than the highest known may be activated as a free action on their turn, which does not provoke an attack of opportunity. Only one such free activation may be performed per round. Using power points to augment a tattoo always requires at least a move action, regardless of level.

A Painted Mind may add charges to a tattoo allowing it to be used more than once before it fades. These charges must be paid for when the powers are prepared. A Painted Mind cannot have more than 20 distinct tattoos prepared at once, including tattoos that have been moved to other people. All unused tattoos fade when the manifester prepares a new set of tattoos.

Unseen Tap: Starting at 3rd Level a Painted Mind has a strong enough connection with her tattoos that she can activate them without physically touching them. The range at which she can activate her tattoos starts at 10 feet and extends 10 feet every three levels. She must still touch the recipient of a tattoo to place it on them. Activating a tattoo through unseen touch requires a standard action.

Twin Images: Starting at 7th level, once per day the Painted Mind can copy one of their tattoos onto one other willing target. When the power is triggered it affects the Painted Mind and the target who received a copy. Only the original tattoo can be triggered. As the Painted Mind gains experience, the number of recipients for the copied tattoo increases as indicated on the table above.

Permanent Tattoo: At, 2nd, 7th, 12th, and 17th level a Painted Mind chooses one permanent tattoo from the following list. Some tattoos may be taken more than once to receive additional benefits, while others gain potency as the Painted Mind becomes more adept in her art. The following Permanent Tattoos may be chosen.

Drawn Talons: Intricate tribal patterns grace the fingertips of both hands
This tattoo grants the Painted Mind psionically-empowered claw attacks which count as magic for the purpose of overcoming damage reduction. She may attack with one claw as a standard action or two claws as a full attack action (as a primary natural weapon). She cannot attack more than once per round with a single claw even if her base attack bonus is high enough to give her multiple attacks. She may attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all attacks in that round take a -2 penalty. Whenever the Painted Mind makes an attack with a claw, her hand appears to be encased in a spectral image of a bestial claw or monstrous claw (exact appearance is her choice). Gaining this tattoo a second time allows the Painted Mind to expend 15 power points to cause the damage dealt by the claws to be pure force for 1 minute per class level.
Damage:
{table]Class Level 1-3:| 1d6+STR, Claw appears to belong to a Medium creature
Class Level 4-5:| 1d8+STR, Claw appears to belong to a Medium creature
Class Level 6-7:| 2d6+STR, Claw appears to belong to a Medium creature
Class Level 8-9:| 3d6+STR, Claw appears to belong to a Large creature
Class Level 10-12:| 4d6+STR, Claw appears to belong to a Large creature
Class Level 13-15:| 5d6+STR, Claw appears to belong to a Huge creature
Class Level 16-18:| 6d6+STR, Claw appears to belong to a Huge creature
Class Level 19+:| 7d6+STR, Claw appears to belong to a Huge creature[/table]

Evasive Manuvers: A band of intersecting geometric lines wraps around both ankles.
This tattoo grants the Painted Mind Evasion, see the monk class feature for details. If the Painted Mind already has Evasion from another class, she may not gain this tattoo before 12th level, however, she gains Improved Evasion once she does so. This tattoo may be gained a second time at 12th or 17th level in order to gain Improved Evasion

Ink Link: A twisting knot pattern graces the temple of each participant, tying their minds together.
This tattoo may be used to place a psionic version of itself on another character. All such characters share a mindlink with the Painted Mind, as the power. This tattoo may be used once per day and the effect lasts 1 hour per level. The number of people who may be targeted by a single use is equal to the Painted Mind’s class level/4, minimum 1 person. An unwilling creature may not be the target of this power.

False Wings: A set of tattoo wings sprawl across the manifester’s back.
You may not gain this tattoo until class level 7. This tattoo grants the Painted Mind a fly speed equal to twice her base land speed with (good) maneuverability. At class level 17 she also gains a continuous freedom of movement effect.

Dragonsight: Scales pattern the skin around both eyes.
This tattoo permanently grants the Painted Mind the benefits of Elfsight and Darkvision. Beginning at class level 7 the Painted Mind may activate the tattoo to manifest Touhsight (30’), and at class level 12 she may manifest Trueseeing. The powers may be active for a maximum of 1 minute per class level per day, with each activation consuming a minimum of 1 minute. Each power may be manifested simultaneously, but each effect costs time individually.


Shadowink: A black lizard graces the manifesters cheek.
This tattoo enhances the Painted Mind’s ability to go unnoticed, granting the Painted Mind the ability to manifest an enhanced Chameleon power (+10 Hide, +5 Move Silently) as a psi-like ability for 1 minute per class level per day, with each activation consuming a minimum of 1 minute. Beginning at her 14th class level, the Painted Mind may manifest Psionic Ethereal Jaunt as a psi-like ability usable for 2 rounds per class level per day.

Swirling Patterns: A spiral pattern seems to draw in the tattoos that surround it.
Activating this tattoo causes the Painted Mind’s tattoos to swirl rapidly across her body for 1 round per class level, and may be activated once per day per 3 class levels . Any creature which attacks her takes a penalty on their attack roll equal to her class level/5, minimum -1. This effect is based on vision, and thus a creature which uses senses other than sight is immune to the effect. Beginning at her 10th class level, the Painted Mind gains the benefits of a blur effect in addition to the penalty on opponents’ attack rolls. True seeing negates blur but does not eliminate the penalty to attack rolls.


Class Powers list
1ST-LEVEL PAINTED MIND POWERS
Adrenaline Burst: Receive a temporary Str and Dex boost
Burst: Gain +10ft. to speed this round.
Catfall: Instantly save yourself from a fall.
Chameleon: Gain +10 enhancement bonus on Hide checks.
Claws of the Beast: Your hands become deadly claws.
Destiny Dissonance: Your dissonant touch sickens a foe.
Deflection Field: Manipulate a field of energy to protect you from attacks
Dissipating Touch: Touch deals 1d6 damage.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Empty Mind: You gain +2 on Will saves until your next action.
Endure Elements: Psionic: Exist comfortably in hot or cold environments
Energy Arc: Energy of a type you choose shoots from your outstretched fingers
Entangling Ectoplasm: You entangle a foe in sticky goo
Float: You buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus to AC.
Grip of Iron: Your iron grip gives +4 bonus on grapple checks.
Hammer: Melee touch attack deals 1d8/round.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC
Know Direction and Location: You discover where you are and what direction you face.
Metaphysical Claw: Your natural weapon gains +1 bonus
Mighty Spring: Gain +10 enhancement bonus on your jump this round
My Light: Your eyes emit 20-ft. cone of light
Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
Precognitionion, Offensive: Gain +1 insight bonus on your attack rolls.
Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
Prevenom: Your claws gain a poison coating.
Slow Breathing: Gain a +4 Competence bonus on savings throws against altitude sickness.
Stone Mind: Gain bonuses on Search checks while standing on stone or earth.
Synesthete: You receive one kind of sense when another sense is stimulated.
Synchronicity: Ready an action and use it when you choose.
Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level.
Touch of Health: Channel positive energy to heal the living or harm undead
Urban Strider: Move across uneven surfaces or through crowds with ease.
Vigor: Gain 5 temporary hit points.

2ND-LEVEL PAINTED MIND POWERS
Animal Affinity: Gain +4 enhancement to one ability.
Body Adjustment: Heal 1d12 damage.
Body Equilibrium: You can walk on nonsolid surfaces.
Body Purification: Restore 2 points of ability damage.
Biofeedback: Gain DR 2/–.
Chameleon: Gain +10 enhancement bonus on Hide checks
Concealing Amorpha: Quasi-real membrane grants you concealment
Crystalstorm: Crystal spray deals 2d4 damage + 1d4 Con damage
Damp Power: Variable numeric effects of enemy powers are minimized against you.
Darkvision, Psionic: See 60 ft. in total darkness.
Dimension Swap: You and an ally switch positions
Dissolving Touch: Your touch deals 4d6 acid damage
Earth Walk: Move easily in all directions while on earthen surface
Empathic Transfer: Transfer another’s wounds to yourself.
Energy Adaptation, SpecifiedA: Gain resistance 10 to one energy type.
Energy Emanation: Deal 1d6 points of chosen energy damage to surrounding creatures.
Evade Attack: Use an immediate action to deflect attack of opportunity
From the Brink: Stabilize the dying
Hustle: Instantly gain a move action.
Identify, Psionic: Learn the properties of a psionic item.
Levitate, Psionic: You move up and down, forward and back, via mental support.
Mental Disruption: Daze creatures within 10 feet for 1 round
Moment of Insight: Temporarily ignore concealment
Painful Strike: Your natural weapons deal an extra 1d6 nonlethal damage
Prowess: Instantly gain another attack of opportunity
Psionic Repair Damage: Repairs construct of 3d8 hit points +1 hp/level.
Psionic Scent: Gain the scent ability.
Share Pain: Willing subject takes some of your damage.
Strength of My Enemy: Siphon away your enemy’s strength and grow stronger.
Sustenance: You can go without food and water for one day.
Swarm of Crystals: Crystal shards are sprayed forth doing 3d4 slashing damage
Thought Shield: Gain PR 13 against mind-affecting powers.
Tongues, Psionic: You can communicate with intelligent creatures.
Wall Walker: Grants ability to walk on walls and ceilings.
Zone of Alertness: Gain advantages to spot and listen equal to the number of allies in the area.

3RD-LEVEL PAINTED MIND POWERS
-Breathless: You don’t need to breath
Claws of the Vampire: Heal half of your claw’s base damage.
Compression: You grow smaller.
Concealing Amorpha, Greater: Quasi-real membrane grants total concealment
Cerebral Phantasm: Terrifying internal horrors take shape and attack your opponent
Danger Sense: You gain +4 bonus against traps.
Dimension Slide: Teleports you very short distance.
Dimensional Twister: Teleports foe short distances and deals 5d6 damage
Duodimensional Claw: Increases your natural weapon’s threat range.
Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Empathic Transfer, Hostile: Your touch transfers your hurt to another.
Energy Burst: Deal 5d6 energy damage in 40-ft. burst.
Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Eradicate Invisibility: Negate invisibility in 50-ft. burst.
Evade Burst: You take no damage from a burst on a successful Reflex save.
Exhalation of the Black Dragon: Your acid breath deals 3d6 damage to a close target.
Exhalation of the Bronze Dragon: Exhale a cone of gas that unsettles your enemies for 1d4 rounds
Expansion: Become one size category larger.
Hungry Touch: Your touch deals 1d6 Damage while you heal
Mental Barrier: Gain +4 deflection bonus to AC until your next action.
Psionic Blast: Stun creatures in a 30 foot cone for 1 round
Realized Potential: Target gains +1 on attacks and saves and +2 on trained skill checks.
Share Pain, Forced: Unwilling subject takes some of your damage.
Time Hop: Subject hops forward in time 1 round/level.
Touchsight: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.

4TH-LEVEL PAINTED MIND POWERS
Aura Sight: Reveals creatures, objects, powers or spells of selected alignment axis
Claw of Energy: Your claws deal additional energy damage.
Dimension Door, Psionic: Teleports you short distance.
Discern Lies, Psionic: Reveals deliberate falsehoods
Empathic Feedback: When you are hit in melee, your attacker takes damage.
Energy Adaptation: Your body converts energy to harmless light.
Energy Flash: Touch deals 5d6 of chosen energy damage to foe
Fly, Psionic: You fly at a speed of 60 ft.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Immovability: You are almost impossible to move and gain DR 15/–.
Inertial Barrier: Gain DR 5/–.
Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels
Metamorphosis: Assume shape of creature or object.
Planar Apotheosis: Temporarily become celestial or fiendish
Psychic Vampire. Touch attack drains 2 power points/level from foe.
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
Stygian Ward: Grants immunity from death spells
Truevenom: Your natural weapons are covered in horrible poison.

5TH-LEVEL PAINTED MIND POWERS
Adapt Body: Your body automatically adapts to hostile environments.
Anticipatory Strike: Take your action out of initiative order.
Catapsi: Pyschic static inhibits power manifestation
IncarnateX: Make some powers permanent
Plane Shift, Psionic: Travel to other planes
Power Resistance: Grant PR equal to 12 + level.
Psychic Crush: Brutally crush subject’s mental essence, reducing subject to –1 hit points.
Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.
Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
Restore Extremity: Return a lost digit, limb, or other appendage to subject
Shadow Walk, Psionic: Step into the shadows and travel quickly
Teleport, Psionic: Instantly transports you as far as 100 miles/level
True Seeing, Psionic: See all things as they really are.

6TH-LEVEL PAINTED MIND POWERS
Breath of the Black Dragon: Breathe acid for 11d6 damage.
Contingency, Psionic: Sets trigger condition for another power
Concussive Detonation: Burst of force does damage to creatures in the area
Crystallize: Touch turns subject permanently to crystal
Disintegrate, Psionic: Turn one creature or object to dust.
Fuse Flesh: Fuse subject’s flesh, creating a helpless mass.
Inconstant Location: Make swift instantaneous moves in combat
Light Burst: Blinds all those within 10 feet and does 6d6 damage
Mend Wounds: Grants 55 hit points to any nonundead, or deal 55 damage to undead
Mind over Energy: Gain brief immunity to chosen energy type
Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
Restoration, Psionic: Restores level and ability score drains
Steadfast Perception: Gain immunity to illusory effects, +6 to search and spot
Suspend Life: Put yourself in a state akin to suspended animation.
Temporal Acceleration: Your time frame accelerates for 1 round.

7TH-LEVEL PAINTED MIND POWERS
Crisis of Life: Touch stops subject’s heart
Energy Conversion: Offensively channel energy you’ve absorbed.
Energy Wave: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
Evade Burst: You take no damage from a burst on a successful Reflex save.
Eyes of the Basilisk: Turn one creature per round to stone with a glance
Mind Blank, Personal: You are immune to scrying and mental effects
Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.
Oak Body: Your body becomes as hard as oak.
Phase Door, Psionic: Invisible passage through wood or stone.
Sequester, Psionic: Subject invisible to sight and remote viewing; renders subject comatose.
Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
Ultrablast: Deal 13d6 damage in 15-ft. radius

8TH-LEVEL PAINTED MIND POWERS
Bend Reality: Alters reality within power limits.
Dark Despair: You gain a dark aura that harms good creatures. Must be neutral or evil to use
Iron Body, Psionic: Your body becomes living iron
Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
Planar Embrace: Temporarily become half-celestial or half-fiend
Recall Death: Subject dies or takes 5d6 damage.
Shadow Body: You become a living shadow (not the creature).
Spirit of War: Confer +4 on attack and damage rolls, +10 to one save, and confirm one critical threat
Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival.
Time Hop, Mass: Willing subjects hop forward in time.
True Metabolism: You regenerate 10 hit points/round.

9TH-LEVEL PAINTED MIND POWERS
Affinity Field: Effects that affect you also affect others
Etherealness, Psionic: Become ethereal for 1 min./level.
Reality Revision: As bend reality, but fewer limits.
Timeless Body: Ignore all harmful, and helpful, effects for 1 round.
Metamorphosis, Greater: Assume shape of any nonunique creature or object each round.
Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.
Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.
Time Regression: Relive the last round.

Cataphract
2010-02-14, 02:52 PM
No.

It's way too powerful.

Essentially, you get a character with:
1)the power of the psion (same power points per day/power level)
2)the versatility of an erudite (you choose which powers to prepare)
3)average BAB instead of poor.
4)superior class benefits to any of the aforementioned classes.
5)A better HD than either psion or erudite

So no, the class is broken. It's better than a gestalt psion/erudite, even.

Use the Psionic Warrior's power progression and power points per day, at the very least.

//Edit: I noticed that any offensive effect is limited to a touch attack, but still it's too powerful.

Twists
2010-02-14, 03:26 PM
I can see where you are coming from, and I had considered it. The class evolved some since we decided on the power progression and we never went back and looked at it.

I upped the HD because the class has nothing but AE's for ranged attacks, and will probably have to be in the thick of things to be effective. Same reason I upped the BAB, but you're right, that should have resulted in a decrease in psionic power. I don't think that all the way down to the Psy Warriors level is right, as they lack the survivability of a psy warrior. I'll come up with something in between that leans more towards the psy warrior and modify the original post.

They do have a large selection of powers, but have to prepare them ahead of time, and I figured that would limited them, as opposed to the on the fly choices a psion can make. Their power choices are somewhat limited as well. They lack alot of the creation and mind effecting powers.

JoshuaZ
2010-02-14, 03:57 PM
You could possibly slow it down to the point where they still got 8th level powers and still be ok. How about max power level known 1,1,1,2,2,3,3,3,4,4,5,5,5,6,6,7,7,7,8,8?
That is, odds take 3 levels and evens take 2? That keeps it nice and tidy but still gets 8th level. It is midway between a psychic warrior and psion but closer to the psion end.

Cataphract
2010-02-14, 04:04 PM
If he's using AoEs for ranged attacks, then why bother increasing the BAB? He's not supposed to be hitting things anyway.

Prepare ahead of time? Psions have to do that every time they gain a new level. These guys change their minds (no pun intended :smalltongue:) every day. Psions don't make their minds (urgh, more pun!) on the fly.

The Erudite, who does have the capacity to change powers every day, manifests one power for every two levels, plus one.

Twists
2010-02-14, 04:24 PM
I upped it's BAB because it's primarily because it's primary source of damage will be touch/claw attacks. The AOE's it has are mostly burst centered on the caster and short ranged cones. They still require getting close. It's the same BAB a cleric has without the d8 or the heavy armor. I think that changing the power progression to 1 power per level and tweeking the power points some would help tone it down.

Erudites and psions can choose any power on the power list when they want to change, this class can only choose from a small pool that it has in it's "spellbook" It would be up to the DM to limit how many powers the player had access to.

JoshuaZ
2010-02-14, 04:27 PM
Erudites and psions can choose any power on the power list when they want to change, this class can only choose from a small pool that it has in it's "spellbook" It would be up to the DM to limit how many powers the player had access to.

Actually, that should be worrisome. Class features that make it easy to get lots of features and expect the DM to limit how many they get can go badly. Part of the whole problem with balancing wizards, archivists and erudites is not just that they get so many options, but that to restrict them requires certain types of campaign worlds. DMs have little prior data for how to balance or what should be an acceptable level of access, and disagreements about these issues between DMs and players can lead to drama or at minimum hurt feelings. In general, minimizing the amount of discretion that DMs need is probably the way to go.

Twists
2010-02-14, 04:54 PM
*grin* I suppose in most situations you're correct. I'm married to my DM, and he has no problems making things difficult for me. I guess I built this with the assumption that getting new powers, other than the free ones obtained when leveling up, would be next to impossible. As I'm likely going to be the only person who ever plays this class I'm okay with that.

If I don't like my DM's ruling I'll just make him sleep on the couch.

Cataphract
2010-02-14, 05:02 PM
Ugh, women. I should've known :smalltongue:

By the way, Erudites do that. Psions choose their new powers when they get a level, and they DON'T change them, ever. They're like sorcerers without spell swapping.

Twists
2010-02-14, 05:15 PM
Well, they can change them, with psychic reformation, but yeah, psions don't change them on a regular basis. ;)

:smalltongue:

AsuroftheStair
2010-02-15, 12:23 PM
It has an interesting flavor - cool for some weird order nestled in the mountains. It has a lot of potential for cool descriptions, like the permanent powers (false wings!). Just a things of note:

How does learning new powers from psions work? I know it requires a week to prepare the tatoo, but I'm not sure if this would stay balanced for long
For Unseen Tap on the table, saying ft or ' would make less confusion
When are the power points used? When the powers are used or when they are prepared?